void Update() { // Choose the next destination point when the agent gets // close to the current one. if (gameController.isGamePaused()) { agent.speed = 0; return; } if (!agent.pathPending && agent.remainingDistance < 0.5f) { if (!waiting) { agent.speed = 0; waiting = true; } } if (!waiting) { agent.speed = agentSpeed; } else { agent.speed = 0; if (zoneControl.getPlayerInZone() && !waitingForKid) { waitingForKid = true; StartCoroutine(Loiter()); } } }
void Update() { if (zoneControl.getPlayerInZone() && !waiting) { waiting = true; StartCoroutine(DelayTime()); } if (active) { agent.destination = playerPosition.position; agent.speed = agentSpeed; } }
void Update() { agent.speed = agentSpeed; if (zoneControl.getPlayerInZone() && !waiting) { Debug.Log("Player is in Zone"); waiting = true; StartCoroutine(Loiter()); } if (agent.remainingDistance < 5f && waiting) { //agent.transform.position = new Vector3(points[destPoint].position.x, agent.transform.position.y, points[destPoint].position.z); GotoNextPoint(); } }